Tiberium Wars Advanced seeks to bring the game closer to its Westwood roots while also maintaining the unique new flavor that Tiberium Wars brought to the series. New units, abilities, structures, strategies and a fresh gameplay experience are just a few of the things TWA brings to the table. With updated gameplay that brings the "Strategy" back into RTS and removes the "zerg rush" mentality, TWA is a mod that will appeal to both die-hard, base-building Westwood fans and those relatively new to the franchise alike. Don't believe us? Give it a download and try it out!

Report RSS Tiberium Fiends (and other 1.5 stuff)

Some informatiosn about the new Tiberium Fiends and other 1.5 things.

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People who tried to make some maps with TWA might allready have found them in earlier TWA editions:

The Tiberium Fiend

 One of the most disappointing things for me about Tiberian Wars was the fauna - no floater, no fiends and a very small amount of visceriods. So one of me first ideas for TWA was to use some Wargs from BFME and remake them to a Tiberium Fiend.

Unfortunately, theres was a huge gap between the way I imagend a Tiberium Fiend and the way my modeling attemps turned out, so I scrapped this idea and stopped working on it for a long time.

However, some weeks ago Chronosheep from the C&C 3: Retaliation mod agreed to help me on this matter and began to remodel the warg while I took care of sounds & xml coding (it even got its orginal TS attack  sound ;) ) and finally... the time is ripe to to show the result to the public!

While the exact origins of Tiberium Fiends are unknow, it has been generally accepted that they first appeared prior to the second Tiberium War, making them one of the earliest know Tiberium mutations still alive today.

Their physical appearance if often described as similiar to a dog or a wild boar (there seem to be local differences), but with the size of a horse or elephant. Their back is usually blotched with small Tiberium cristalls which can be used as weapons (see below) or camouflage in Tiberium fields.

Fiends can typically be found in small flocks near Tiberium fields where they wait for their prey, so keep an open eye on your harvester! Their onset can be either a bite (which is lethal to most humans) or a ranged attack where they throw Tiberium cristals onto their targest.

 




On a other note I would like to point out that 1.5 is coming along nice and that there are some nice additions like Molotov Cocktails for Militants, tactical nukes for Vertigos, EMP Grenades and a lot of other stuff... ;)

Btw, if you find some bugs in earlier TWA editions, it would be a good time to post them now (or they may be in 1.5 :P ). Keep in mind that I need a short description (Did you play campaign or multiplayer? What side did you play? What exactly didnt work?), messages like "OMG, I just noticed that XYZ dont w0rk" are basicly useless as I cant reproduce the problem in most cases....

Comments
TalonH4wk
TalonH4wk

Bugs that I have found in 1.4;

1. Multiplayer map load screen gives away all players positions
2. AI Scrin can sometimes place growth accelerators on top of each other in Skirmish games.
3. GDI Orcas keep landing and taking off over the airfield.

Also a desktop icon for the mod would be great, especially for people who downloaded the game and can't access the windowed menu easily (and from there get to the game browser).

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Shmafoozius Creator
Shmafoozius

1. Multiplayer map load screen gives away all players positions <- this isn't some bug, it's a feature.

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TalonH4wk
TalonH4wk

It's not a feature of the standard game and I don't see any reason why a feature would be added to the mod in order to reveal the locations of all players before the game even starts.

I just tested this by playing against one AI on an 8 player map in the standard game and then did the same with the mod. The mod shows the position of all players but the standard game only shows you (and your allies if you have any). Why would this be a feature?

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Stygs Author
Stygs

Because its called "random", not "hide this from other players". ;)
Random in intended to choose a faction/color/location for you if you cant decided, its NOT intended to give you some kind of advantage by hiding your starting point/faction/color from you enemies.

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TalonH4wk
TalonH4wk

I play with several people who all like to play on a 6-8 player map and all players start at random locations. This way it's not predictable as to where your enemies are, instead you have to scout a bit and gamble more on where to focus your defenses as well as your offensive units.

I don't select random and then expect everyone else to show me where they are going to start like you're suggesting, of course that would be an advantage for one player! It would also be dumb of the other player/s to allow it.

If this is an issue whereby people are abusing the random options in the game then that's a shame, but there are people that like the option for legitimate reasons. Surely people can make up their own minds if they want to play with other players who would abuse the option?

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HANDofKANE
HANDofKANE

On what maps can you find fiends?
I havnt found a map that has them, and I'm real earger to see and hear them again, this time in gloriose 3D

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HANDofKANE
HANDofKANE

I don't think you understood my question;

I wasn't talking about players and such, i was talking bout TIBERIUM FIENDS the wierd dog stuff.

ON WHAT MAPS DO THEY APPEAR? Ivé played through 4 maps and not found one pack of fiends? They are in v.1.4 right?

Can one of the mod leaders answer this question?

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